I wonder why so many ex-subscription based MMORPGs are going for the F2P micro-transaction based model. Is it simply because all of them just weren't financially viable/profitable enough as subscription-based? Or is it because World of WarCraft stumps them all and reduces them all to a forced F2P model, or otherwise they'd just all go bankrupt or something?
Lately I've seen the following MMORPGs going F2P from a previous subscription-based model:
º EverQuest II
º DC Universe Online
º Champions Online
º City of Heroes
º Lord of the Rings Online
There's surely many more I'm not thinking of right now. I just wonder if the F2P model is just preferable, or if going F2P means (for most of them, if not all of them) saving themselves from going poof and closing their servers entirely. In any case, I might take a look at AION eventually, I usually give a try to most F2P MMORPGs out there for the sake of trying them out and perhaps finding a few unknown jewels (unknown to me that is). I do really like DC Universe Online for instance, and had it never been F2P I wouldn't have bothered ever trying it out, but I like it and I subscribed to it for a month even though it's F2P (but of course, you can still subscribe and have more features).
I'll mention two factors based on speculation:
1. The first game to go 'F2P' has a huge advantage. All the other games see many subscribers leap to it as free.
This creates competitive pressure to also go 'F2P', which sees less and less benefit to the publisher, as they are now doing it 'just to compete', but not getting a big advantage.
This is the 'natural market cycle of competition' - one which can threaten a lot of publishers, just as Amazon helped lead to 90% of independant bookstores closing.
2. Many games may well be more profitable as 'F2P', while others may not. It has to do with balancing the free carrots to bring people, and tempting them to pay for more content.
Some are 'built from the ground up' as F2P, like Heroes of Might Magic Online and Age of Empires Online, while others are having to shift from a subscription.
Funny enough, the ones 'built F2P' haven't grabbed me a lot, except for World of Tanks.
I think part of the issue is just 'player mindset' about spending.
It's a bit like DLC - customers just didn't value that much 'free new content' to justify paying a higher initial price, or expansions, as much as they'd pay for DLC.
So, DLC is the new normal, $5 here, $10 there, $15 for something else, and it makes a lot more money.
But it also has a sort of corrupting effect on the games, where players have to be pulled in and teased hugely to pay money, which can be unpleasant.
I tried 'Free Realms', and everywhere you turn, 'oh this activity needs premium, oh you can only do the basic part of this', etc., but I heard it's making good money.